Further Research

NOW – About 17 million MMORPG players worldwide

 

TABLE 1.

HOURS PER WEEK SPENT ON GAMING BY MMORPG PLAYERS  AND NON-MMORPG PLAYERS IN PERCENTAGE

Hours per week                           MMORPG Players            Non-MMORPG Players
0-1 h                                                         1%                                               11%
1-2 h                                                         5%                                               38%
3-6 h                                                        10%                                              35%
7-10 h                                                      13%                                              7%
11-20 h                                                    25%                                              2%
21^0 h                                                     34%                                              4%
40 or more h                                             11%                                               2%

 

These Studies also show that 80% of MMORPG users report having played for over 8 hours at a time, while only 46% of Non-MMORPG users report playing for 8 hours.

Also, MMORPG  users would rather spend time in the game than with friends, have more fun with in-game friends than people they know, found it easier to converse with people while in-game, did not find social relationships as important, and felt happier when in the game than anywhere else. Offline game users had sought out video games to alleviate depression at times, while MMORPG users did not.

 

In a study done for the Journal of Adolescence that surveyed players of the popular game Everquest, almost 80% of both adults and adolescents reported sacrificing at least one thing in their lives in order to play at the level that they did.

Adults were significantly more likely to sacrifice social events whereas adolescents were significantly more likely to sacrifice their education or work.If this is a true reflection of what is sacrificed, then there is some cause for concern for the adolescent group as the sacrificing of education or work may have more severe repercussions than sacrificing other parts of their lives.

Almost one-fifth of both groups said they sacrificed sleep in order to play.This too may have repercussions for both groups on productivity in other areas of their lives.



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